Showing posts with label Travel. Show all posts
Showing posts with label Travel. Show all posts

Tuesday, 22 September 2015

New Places, New Cities, Getting Lost

If you haven't travelled to a new city, or better yet, a new country, even better.. a new culture new language, everything so different its just alien.. you won't know how it feels for your heroes, and you won't be able to express their feelings, nor would your GM be able to explain it to you

Experiencing the Wonder and Fear of being lost

As I stepped off the plane, to the familiar surrounds of the airport, the customs control, scowling faces, suspicion, fear of being arrested, the baggage handling, the lack of trollys, the guards ready to pounce on me, strip search my bags for suspicious sets of jeans, and the slew of taxi drivers trying to tear me away from the throng and overcharge me to go in circles.. I felt the pangs of excitement, as I was back.. in Russia.

But, all those little fears, they were familiar little jokes to myself, reminders of what actual fears I had the very first time I flew out of, and into Moscow.

Sure, our Heroes travel through dangerous forests, biting sands, caverns filled with lava, creatures of unimaginable horror, its hard to truly understand this feeling (unless you have the chance) so as GMs its a bit hard to describe them, beyond the movies and books we've seen (in our minds)

But Medieval Cities? that's do-able.

Let me take you on a ride, through a memory of mine. 


I have arrived at the small coach house, to my left, a building, tavern like. I can see some revelers dining outside. I could join them, but the parchment with a map, and an address, suggests I go further into the keeps grounds

( want to see: https://www.google.com.au/maps/@59.4393671,24.740173,3a,75y,138.69h,90.66t/data=!3m6!1e1!3m4!1sLpCm64CA09Bgi55VZIKFpQ!2e0!7i13312!8i6656!6m1!1e1?hl=en )

I travel east, along the cobblestone roads, To my right, peeking between the trees, a giant wall of stone, what seems like a mile above, small buildings, stone-works, defences. I am indeed at the keep of Tall Inn.
Further along, the battlements present themselves. High walls, protecting the city within. My heart shudders, its enormous. I hope I'll get through the gates, I'd hate to be turned away from such a glorious place.

I pass a large Hostel, A Tavern, Bakery, Iron worker, Book maker, Theatre for children, each place strange and exotic to me. Goods displayed in the windows, on shelves. Something I have not seen in my own city, at least not like this. Its like a little 'vignette' rather than shop shelves.


The Cafes are exquisite, Little places for one, maybe two people to eat. The Taverns not much different, three people can sit at the bar, not more.. how can they stay in business I muse to myself.

Rounding the corner, Street sellers are setting up stands, selling beer, Kvas (a dark sweet & salty brew) Trinkets, Markets can be heard now as I walk the street.

I am a little lost in thought.. my map shows that I must go left, but there is no left. I ask the beer seller and she looks at me dumbfounded.. I speak a strange language, and she doesn't seem to understand that I am lost. She offers me beer..

So I walk onwards, Passing a fountain, a Tavern again, devoted to only those who like the bards who sing within, a shop selling weapons (yet it is not a blacksmith). Building after Building, each, wonderous to look at, different, stone with flat faces, marble, right here on the street. I have walked too far by the time I stop myself and have to return to the start to get my bearings.

My bags are heavy, but I must get to the Border Guards Building first, else I will be arrested.
You can climb the tower, and walk the battlements for a small price, Worth it if you're a fan of all things medieval.


It takes me an hour, but eventually I get there.. I'm not too late. I go to enter, but am told to wait outside the building. The guard won't let me in yet.. probably it is full. I wait.. and wait. and eventually I am let in. The rooms are not full, they are mostly empty, I go to the window, I ask questions, I get answers, I get questions and give answers. Eventually they stamp my parchment and I am admitted entrance to their lands... in two weeks.

Returning to the street, I may now find a tavern to stay at, or a hostel.

Or Maybe I need a new Hat.

Eight years later, I have traveled this route almost 20 times, Its no longer a strange and exotic place, its my third home, my favourite home. I return here as often as I can. I have friends here, a small life here, but no work, and probably no possibility of work.

The Walk from the Coach House to the Border guards is repeated, but now, I walk down Nunne street, turn left onto Lai, and arrive quickly. I ignore the guard, he wants a bribe from strangers. I enter the building, submit my papers, answer maybe one question. The woman I speak to has become my friend over the years, she smiles when she sees me, I have a quick chat, but not so much to be overtly friendly. I tell her, sorry, but this is my last trip. I return home, and likely to never return. I am sad, so is she. I thank her for the years of help with my parchments. 

My route is not as exciting as it once was, sure, I remember the first time, getting lost, being confused, but also being full of wonder at how different it all is, this medieval city of Tall Inn.

Ok, so I jazzed it up, Medieval Style.. and hope to be doing more of my travels like this in the future. My Point is that as GMs sometime we gloss over things that for characters should be drawn out. Its hard to 'create' entire cities worth of feelings, and players as often as not, want to just get their healing potions, upgrade their weapons and armour and get back to the dungeon. So mixing it up with a bit of 'lost in the city' might not be your style..

but maybe it is..

 

Monday, 17 August 2015

Coins Part Two:, Currencies and Culture

In Part One, I wrote about How Coins should affect your pickpocketing, Less common for many campaigns is the travel aspect of currency, crossing borders, finding that the shop keepers will look suspiciously at your coins, bite them, probably refuse them even, or in some cases, recognizing that you are a foreigner, take advantage of the fact and give you far less worth for them.

$18.50 for a cup of coffee, seems a bit steep? 
Yes but sir, this is New York, Starbucks New York 
Welcome to America!

Currencies & Culture

The second part of my post/blog is about different cultures & currencies. Quite frankly, I don't think the average GM is going to go to the lengths needed to get something realistic. So I'll chop this into two parts, Casual gaming, and Hard Gore GMing.

Standard RPG start location: Corner Tavern
Art by Duran3d
The Idea here is to give players a bit more understanding that they're not in Kansas anymore, having players go to a shop, buy gear, stay in a tavern/Inn, hear about the latest quest by the fire, after buying an old man a drink is ok for your starting shtick, but if you cross the border into another country, teleport into other continents, or different worlds, then it should only be used as a joke that the players walk into a bazaar, buy some gear, stay in a motel and hear about the latest quest by the cooler, after buying the old lizardwoman a drink.

To get the players to feel like they are in strange lands, its the little things that really get under their skin, and make it seem like they have traveled.

Currency is the first thing they should notice when trying to do anything. Different currencies, different rates of exchange, different ways of buying, selling, stacking.

In China, I went to the museum of Currency, the reason why the Chinese coin looks the way it does, is because its not the whole coin, its the handle of a small blade of metal.

The Little Ring on the end? Became the Coin you know.
So whats to say this practice isn't more widespread? Why does a coin need to be the standard? In a fantasy world, where a knife is probably something everyone has, and possibly two or three of, maybe the common dagger becomes the 'standard' by which all wealth is measured?

For my own players, I tried out the idea of metal rings, players noticed the locals wore a large number of rings, smaller bronze looking metals on their pinkies, and larger flatter engraved rings on their indexes, soon enough when they went to buy something, the shop keeper wouldn't sell them anything, kept treating them like lower class citizens, why? because they obviously had no money to spend, their hands were bare. Sure they may be dressed in some nice gear, but if they don't have coin to spend, their just there to waste time.

Exchange rates, and I don't mean between the players own currency, and the new country, but the rate of coinage in the new country. Sure its a little easier to just 10:1 exchange all coins, but its also very stale. Historically, most counties had far different rates, 12:1, 15:1 or 24:1 were common enough, Look at our own coins, 10p, American 25c, Australian 50c, Dollars and Pounds? Names are different, coinage is different, that's just the generic English speaking ones, Why are fantasy coins always 1 gold, 1 silver, 1 copper? And if your in some kind of place where the race is different enough, lizardmen don't necessarily have 4 fingers and a thumb, so why would they even count in sets of 5 and 10? surely their entire culture would count in 4 and 8, make them much better programmers.

Historically, The English Traded with Florence, who manufactured the gold coin then known as the British florin, but prior to that, they still used all the Egyptian, Greek and Roman coins that were still floating around. So Shouldn't the coins from your worlds be a mixture of previous cultures, other cities who manufacture coins, and the like?

Have a look at this: Medieval Money document for a better understanding.

Also, Crypts and Dungeons that are hundreds of years old, shouldn't have a currency that matches modern currency. In some of the better 'published dungeons' I've read, have larger than normal coins (1.5 times size, but lower grade, so possibly worth less to the average person, but maybe more to collectors (mages who might perform magics on old coins for information). Old coins might have wording on who they belonged to, leading to the discovery of an ancient king, and hopefully his tomb.


Ok, so I did point out that I'd dabble in some Hard Core WorldBuilding, This isn't for the feint of heart, but this is what I did for my own game world:  
An Early Gamesmaster Screenshot, depicts the territory of 6 players


Firstly, I designed and ran an 80+ player game of fantasy/civ that I wrote, to get an idea of what kinds of places would exist, what metals they mined and how much trade existed between players to get a proper set of stats to work with. I Asked players to nominate their coins from the metals that they mined, and as the game progressed they added a second and third coinage.

If a player was trading with another, they were given the choice to 'exchange at the border' or 'allow the use of other currency', the former had a more strict control over internal wealth, but also travel and spies.

The Image shows the 'route' of spies from the Necromancers Caravan to the town just south of the capital.

So, with several different metals, useful as coinage, several different countries, some trading and some not, I ended up with over 300 different coins, names and exchange rates. The Games setting duration was over 120 years, so this also left me with some awesome interest pieces.

The Above map, gave me 2 major Crypts, 4 adventure hooks, 6 races, 36 cultural issues amongst 4 races, encounter maps for each hex, and basic stats of 13 large towns/cities.

Apparently, these guys at Fantasy Coin can make your worlds
coins for you, might consider an investment.
As time went on, The Mining Races obviously became the producers of coinage, if not the raw materials, So their coin ratios become more common for the bulk of the kingdoms to whom they dealt with. My Main 'homebase' for my current roleplay team, deal with the rare Hearth Elven Platinum Brindir, High Dwarven Gold BeardClips (rings that can be worn on the pinky by humans), North Human Golden Crowns, Forest Elven Zircon Rounds, North Human Pewter Guilders, Deep Dwarven Silver Curls, Coastal Lizardmens Silver Claws (thimbles, that stack), The High Kings Silver Coin and His Brothers, High Lords Silver coin, (Interchangeable to other races, but illegal to own in opposite countries) Copper and Bronze coins, seem to be interchangeable at this point between most cultures, as long as they weigh the right amount, peasants and locals will trade in weight of copper coins, because its too easy to re-mint your own, and each local lord re-mints them with his own face on one side, and the kings face on the other side.

For Simplicity, Beards and Crowns, Rounds and Guilders, Kings Silver or Lords Silver, and Copper Coins are the currencies most players dealt with in this region. Yet, only 100km to the south east, They deal in Crowns, Guilders, Florins, Pennies and Bitz.

So whiles the Dwarven Crowns and Curls can be used interchangeably between the two major cultures, none of the other coins are legit currencies, requiring traders to visit 'merchant banks' or jewelers to make exchanges, often losing a percentage of the real worth, or resorting to barter, if they don't intend on staying and value their own currency.
Real gold you say? Hmm, lemme just bite it

My players have attempted to thwart the system, finding the right exchanger and making a small profit on the exchange, using their high charisma character for the deal, but after getting their high intelligence guy to do the maths first. With the lack of real travelers, the real worth wont be found out, and likely the exchanger will pass on the cost to 'collectors' at a later point.
    




Monday, 27 July 2015

Portal to where sir? sure.. have you had your Cleric bless you against Troll-pox?

I've recently left on holiday, visiting my wifes home country and loving it, and besides the standard stuff to deal with, there can be many other complications.. so here are a few that you might want to use on your players.. oh and at the end.. some observations about medieval villages

Long Distance Travelling, Pitfalls for your players 

Lets start with the basics: Travelling across territorial borders.. Is there a border? is it guarded? do you need some kind of permission from the king of the land to travel to this land? how much will it cost and how effective will the letter be while IN the land? will you be harrassed at every location because you have an accent? 

Now this might sound a bit archaic, but having now 30+ countries in my passport stamps, and 44 countries that I've been in (airports.. they count right?) I've developed a bit of a mental blindfold to the corruption, bribes, speaking to 'the right people' to get things done.. 
Signed, Sealed, Leather strap, viola!
In fact, When I ran a Modern cyberpunk game a few years back, I included all the aspects of travel, my players were shocked at how difficult it was to sneak out of the country on a fake passport. Thought I was being too harsh.. but that was the reality.. the paper may LOOK correct, but it still needs to be in a computer somewhere.. 

Medieval paperwork, just needs to look right.. so maybe a few payments to the local rogues gallery might do the trick.. What next?

Accents, and Languages.. well many system have comprehand languages.. but do they have disguise accents? A common factoid of the tourist, both medieval and modern. Accent = price hike. There are so many place I've seen with three or four price labels on things.. one is euro, one is local currency, one is American, and the last, a PLU? (Price look up for register?) well as often as not, the exchange rate was done weeks ago on those, they say.. and whats written is whats written, but if you do the math, you're getting ripped off another 30% if you trade in anything but local.. then it turned out the local price is the PLU and the others are all fake..

"Offendi, Offendi, where are you from? ahh such a long way you have travelled? would you like some sugared dates? only 1 gold coin each!!"

Even if you have the language and the accent.. speaking with any colloquialisms would give you away., especially if its well known that language and accent spells are common enough.. get your players to be careful with their words.. that's half the point of roleplay, speaking the right way to the right(or wrong) people.

Ok, so what about diseases? Ok sure, I'm sure 99% of you don't bother to use diseases in any way.. how boring.. Is Steve not at todays roleplay session? easy.. he caught a local flue, the team are asked by the apothecary to pop over to the local forest and procure some wilkweed from the edges of dark swamp. On the way, the encounter a bug bear, a wild boar, some tangle-weed, The Dark swamp is home to a mere-gaunt, they fight it, find the wilkweed, gather enough for their befallen friend and a bit more for bonus, then a quick battle with some swamp skeletons (slain by the mere-gaunt, and risen by Dark swamp natural magic) and home again in time for Steve next week session.

Players getting a little too powerful for your campaign? are you the type of GM to modify encounters for plot? why not modify characters for plot? The Paladin contracts a virus immune to healing spells/effect, and requires a special cure at a temple far away, but first the evil BBG must be defeated.. and its only a -1 to con saves & -1 to hit..

Normally, a character travelling across lands would encounter diseases from time to time, deal with one, get on with their life.. its considered part of the down-time, many players skip (or DMs don't bother to run)

yep, worse than this..
But what if your players have access to some kind of quick transportation?

Changing time zones, entering new climates, whole slew of diseases and viruses all at once? the average person might fight off one or two.. but 7 or 10? plus jet-lag? I'm a fairly healthy person (con 16), but one trip through Abi Dabi, and I was out for 4 days with sweats, coughs, headaches, joint pain, and it was 3 different things all taking advantage of my jet-lag.

So if you walked through a portal from one city to another.. I think it'd be a good idea to cast a few greater heals or cure diseases on yourself withing 24 hours, else suffer the wrath of the GM who knows better.

"Oh Offendi, you are sick? please please? come stay with my family, you won't have to pay the hospital, my wife is a nurse, we can cure you, the ingredients will be a mere trifle for you.. 1000 gold" 

Expect different kinds of treatment, different styles of preventative measures, don't sit next to a window, don't drink cold water, let me rub cognac on your legs, here, wear these were-rabbits on your feet as boots, yes, freshly killed, what you don't think the blood will cure you?

Medi Eval Travels

I'll get a Photo to replace this..
Just an Additional Note, while I'm travelling I notice the things that have not stopped from 1000 years of technology and improvements.. On the side of the road, in front of a person house.. a stall.. a set up of their extra produce, in carry-able bags/sacks/jars ready for sale. usually a small child will mind it, playing with a cat or dog, will call out for a parent or even sell you things themselves if you make an approach, Players can get travel rations up to a days travel from a village like this, saving on rations, scurvy from rations, and possibly even get latest news..

News! People don't travel far and wide.. always have friendly villages ask you players about the news from other towns, be disappointed when they have none.. what sort of good for nothing person travels without finding out the local news first.. a pox to you.. Or, if they have news.. well done good sir, have a free ale and 10% off all goods. Players love little things that really gets them feeling like the world exists beyond the game table..

Hope it all helps.. good gaming to all, I'm back to my sick bed. should have cast Cure All on my self when I arrived.. too sick to cast spells now.. (does any system have magic restrictions like that?)